My favourite mod. This is awesome, looking amazing.
My favourite mod. This is awesome, looking amazing.
Again, would be happy to help with maps for this mod, i know a lot about WB, i know how to edit everything from within WB, only things i am yet to figure out is SCAR and action markers.
So, in other words i hope uoi consider it :P
Great News Serg! Once again, outstanding piece of work matey!
- Check this out; LG 40 75mm Recoilless Rifle: the decisive ground weapon at Crete
The “Recoilless Gun” is a short rifled howitzer containing a tube of monobloc steel construction, a breech ring, breech mechanism and block, and a venturi tube. Intended for airborne operations, the weight of the L.G. 40 has been kept to a minimum by the use of hollow machine parts, plastic washers, tubular platform, and aluminum alloy body. It is used for antitank and antipersonnel purposes.
Interrupted collars on the breech end of the tube are used to attach it to the breech rings. The tube is also machined to seat the extractor and the barrel lock. The breech, which is of the horizontal sliding block type, is operated by a lever. This lever, when depressed, also cocks the piece.
The gun has no recoil or counterrecoil system. A funneled tube (venturi) attached to the rear of the bored breechblock allows the gases to escape to the rear, thus eliminating recoil.
The sighting equipment consists of a base bracket, oscillating bracket, cross-leveling gear, range gear, telescope carrier, and telescopes.
The carriage has a circular base to which three tripod legs are pivoted in lugs. The wheels, which can be detached for transport, are light-weight metal disks fitted with solid rubber tires.
The gun can be traversed 360° by locking the elevating mechanisms, but its ordinary traverse is 60°. Elevation is limited to 42° by stops, but the rack can be locked at 20°.
SPECIFICATIONS
Caliber . . . . . 75 mm (2.95 inches).
Length of tube including breech ring and jet . . . . . 45.28 inches.
Weight in action . . . . . 321 pounds.
Maximum range (HE) . . . . . 8,900 yards (estimated).
Muzzle velocity (HE) . . . . . 1,238 feet per second.
Traverse with elevation -15° to +42° . . . . . 30° right and left.
Traverse with elevation -15° to +20° . . . . . 360° right and left.
Elevation with traverse of 360° . . . . . -15° to +20°.
Elevation with traverse of 30°, right and left . . . . . -15° to + 42°.
Traction . . . . . Airborne.
- Also, how about flamethrowers?
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Last edited by nemo; 20th Apr 11 at 3:25 AM.
Just tried the mod...appears to have memory leaks the memory usage just continued to go up and up without stopping. game eventually started lagging.
Also... a few things
1.) Although different...recon, strafing runs & bombing runs should continue to use ammo instead of fuel. I'm sure there is something else you can do with fuel.
2.) The large tech trees of EAW and Blitzkrieg offer more strategy wise and prove to be more fun than the standard fare of 6. Bigger is definitely better!
3.) The fallshrimjager squads of 4 seem too small, especially when you equip them with a mg or mortar, then they become rather useless with 1 guy hanging around
4.) Fg42 upgrades to paras would be nice.
5.) Medics would be good. EAW allows you to build medics that follow your guys around something like that would be good.
6.) Trenches. Since they don't have much for fortifications it'd be nice to be able to para in and trench up.
Watchtower, one of the main goals of this mod is to demonstrate the battle of crete, during crete the fallschirmjagers didnt carry toolsfor digging, not even the defending ANZAC's did.
And also, I am pretty sure they didn't use FG42s either, not even certain about the early version.
Although, i do agree with you that the paras need to come in larger squads, but the airplanes thing, well it just doesnt make sense as to why paras would have base buildings as they landed their and were fighting from the minute they landed. no time to really get a forward post up.
But, the version that is out is almost a year old. It isnt the current version so im sure gameplay is fixed by now.
EAW and Blitzkrieg are pretty good mods BUT (like BOtB), BOC focus on special battles. Actually, IMO is a historically accurate SIMULATION of the Battle of Crete. Thats why there are no FG42s (the weapon was developed in 1942) or trenches or large tech trees etc.
BOC needs desperately more battle maps and hopefully (thanks to Serg and CN) will get new ones soon..
Last edited by nemo; 20th Apr 11 at 12:06 AM.
http://www.youtube.com/watch?v=YsbM4...=youtube_gdata
Little NIS i made today, hope you enjoy it, its only 25 secs long though lol xD
Last edited by ChickenNuggets; 8th May 11 at 12:17 PM.
It is improving i suppose, that video I made is on the Maleme map, but it doesnt really display the video, I would post pics, but idk how. Do I have to have to have a flickr/photobucket account to post the pics?
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Hey Sergmod, are you going to be change the CW up at all from where they currently are? They're good but, it feels like the germans got all the attention eh, I mean, the germans system is totally changed...but the british on the other hand feel a lot alike.
Anyways, I am working on the map now...all that is left to do is the oob area, and I need to place a jungle of splats to make it look better.
I am going to create another NIS cuz it is just so fun :P
http://www.youtube.com/watch?v=LAUWsnTf2Sc
Last edited by ChickenNuggets; 8th May 11 at 11:08 AM.
GREAT MOD. PLEASE CONTINUE TO KEEP UP THE GOOD JOB MATE...
Some edited photos:
Touchdown...
Fallschirmjager carrying a Panzerbüchse 39...
Jericho sirens...
DFS-230 glider
Sturmtruppen carrying a "borrowed" bren...
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Last edited by nemo; 23rd May 11 at 3:50 AM.
Very good mod and nice release, really fun, I like the focus on infantry.
Nice mod! BTW Where did you get that MG34 skin?
(\__/)
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@nemo good job!thank you
@doom44 skin MG34 - inukshuk
@doom44 Skin pak by inukshuk.
Thread->Community Model Project->Page17->post 882
Last edited by serg_codmod; 19th May 11 at 12:19 PM.
hi all
did the mod work with future patch ( 2.602 ) ?
a+
The mod is historicaly acurate, why should it hide history? Does the Swastika hurt you in any way?
Because Coh isnt historicaly accurate for the most part and they can't release swastikas in games. This is a mod and is historicaly accurate, if the Swastika burns your eyes, then simply don't play, noone is forcing you.
#128
There are many reasons why the swatsika isn't in vCoH, for the exact same reason they can't use historical accurate camouflage textures: rights, and the fact that the swatsika is still a symbol for nazism, it's even illegal in some countries to use this symbol. However I think the swatsika doesn't hurt a game, especially if we know that the development team does not have any racist meaning with it. I don't really see the point of posting all these photos and pictures though.
https://rapidshare.com/#!download|75...aleme.zip|7976
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New version of Maleme ^^
@DrCh, your arguments aren't very good, and since you aren't giving a good reason why there should not be swastikas for historical accuracy you probably won't change the way things are done here.
Because thats how he decided. Why do the swastikas bother you so much? Noone here supports fascism, its just there to look more realistic and authentic. Using another mod as a example is a invalid argument.
Last edited by Aidas2; 29th May 11 at 1:03 AM.
This is pointless...really,
if you dont like the swastika change the textures its not that hard to do and there are some nice flag textures araund here
and abaut BK mod like @aidas said Xali dont want to use them and he is german and by germany law he cant use the swastika
anyway i dont see the point of all this...
Last edited by SlipSon; 16th Jun 11 at 7:08 AM.
I will well play with a swastika. Looks better than from founders CoH.
The lack at mod doesn't work as AI of Germans.
Last edited by DrCh; 30th May 11 at 6:08 AM.
Except as skins of units, anything isn't present the interesting.
Hi guys,
first of all, I would like to thank the developers of the mod for making such unique mod.
Second, the AI seems to have a bit of control for the Germans. I was playing on the map Beach Assault (2p),
and when I started assaulting their base, an Officer was spawned, by the AI!
I think the AI just need adjustments to be able to call in the planes that spawn units,
cause default AI weren't made to call in planes to spawn unit. Hope to see more things in-game.
Cheers.
@ChickenNuggets
hi , very good map , good feeling. i love play it.
next , next !!![]()
Le capitalisme, c'est l'exploitation de l'homme par l'homme. - Le communisme? C'est le contraire.
Citations de Henri Jeanson
AKA PoliorcetE
Hi,my games crashes when launching the mod.
Does 2.602 causes this?
greetz Xeoniz
MrScruff, Loran R.I.P.
@Madjo, Thanks! I am glad you like it
I am currently working on an urban map for the 1949 mod. Of which you can find pictures on their Moddb page.
Link just incase-->>http://www.moddb.com/mods/1949
Last edited by ChickenNuggets; 2nd Jun 11 at 8:12 PM.
@Xeoniz
hi , i don't think it's 2.602 . it's work fine.
@ChickenNuggets
yeah , i saw that . i hope you continue to make new maps for Battle of Crete
a+
It's been a while since I posted here and let me say that I love this mod,even more since the update came out,the mg34 laffete is very very nice,I been waiting for this since I started playing CoH,it's a classic mod hehehe...thx for the mod BoC team,keep it up![]()
R.I.P.(Requiescat in pacem) loran korn & MrScruff
Normandy 44:European Theater Team Member (s0uNds t3sTeR,fOrUmS Ass!stAnt,c0d¡ng c0nsUltaNt)
Something was wrong with my UCS Files, fixed it. Thanks.
greets Xeoniz
Mod version updated to 2.1
Major changes:
-added Germans AI
-compatibe with 2.602
-french translation added
Download links in first post.
Yeah, thx for the AI
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R.I.P. Rad | R.I.P. Loran | R.I.P. MrScruff
Great work!Not too big, but very amazing!
China United Airline civil aircraft maintenance man
this looks very promising especially since i haven't see a Mediterranean bassed war game since men of war (and that was one level)
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